Denarr said:
Recovering a bad rep is a matter of keeping your agreements, and time.
I'm not convinced your rep ever recovers. Logic would tell you that is the way it should be. But with the little testing I did, once you break your rep you just can't do per turn type deals ever again (aside from per turn for per turn etc).
I did a little testing last year.
One thing I was able to confirm was that a bad rep does not effect the absolute value of a tech. If the tech is 1000 Gold with good rep, then it is 1000 Gold with bad rep, attitude does affect it a little, and sometimes breaking rep, changes attitude (or rather the event) so gives the feeling that prices go up with bad rep.
I think there are at least three types of rep, and they are partially interrelated, per turn deal rep, ROP rep, and alliance/peace rep. If you break ROP rep then it seems that you can't get per turn or alliances anymore. However, you can break a per turn deal and stil get ROP at no extra charge. Once you break a peace deal, you'll not get an alliance again (well ok you'll get one for the moon).
Once you get the tech lead, and feel that you are not going to lose it, then you can dispence with rep.
Also you don't seem to be able to make rep worse than bad. I mean, its either good or bad, no other variable. So if you are going to break it, break it good.